feat: add text class

This commit is contained in:
2026-04-16 10:44:05 +08:00
parent a8726b06c3
commit 311c675852
9 changed files with 252 additions and 40 deletions

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@@ -94,6 +94,7 @@ add_executable(${PROJECT_NAME}
src/tools/font.cpp src/tools/font.cpp
src/tools/log.cpp src/tools/log.cpp
src/tools/perlin_noise.cpp src/tools/perlin_noise.cpp
src/ui/text.cpp
src/window.cpp src/window.cpp
) )

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@@ -2,6 +2,7 @@
#include <Cubed/config.hpp> #include <Cubed/config.hpp>
#include <Cubed/shader.hpp> #include <Cubed/shader.hpp>
#include <Cubed/ui/text.hpp>
#include <glad/glad.h> #include <glad/glad.h>
#include <glm/glm.hpp> #include <glm/glm.hpp>
@@ -45,6 +46,13 @@ private:
std::unordered_map<std::size_t, Shader> m_shaders; std::unordered_map<std::size_t, Shader> m_shaders;
std::vector<GLuint> m_vao; std::vector<GLuint> m_vao;
std::vector<Vertex2D> m_ui; std::vector<Vertex2D> m_ui;
Text m_version_text;
Text m_fps_text;
Text m_player_pos_text;
void init_text();
void render_outline(); void render_outline();
void render_sky(); void render_sky();
void render_text(); void render_text();

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@@ -8,6 +8,8 @@
#include <string> #include <string>
#include <unordered_map> #include <unordered_map>
#include <Cubed/config.hpp>
struct Character { struct Character {
glm::vec2 uv_min; glm::vec2 uv_min;
glm::vec2 uv_max; glm::vec2 uv_max;
@@ -23,8 +25,8 @@ public:
Font(); Font();
~Font(); ~Font();
static void render_text(const Shader& shader, const std::string& text, float x, float y, float scale, const glm::vec3& color); static std::vector<Vertex2D> vertices(const std::string& text, float x = 0.0f, float y = 0.0f, float scale = 1.0f);
static GLuint text_texture();
private: private:
FT_Library m_ft; FT_Library m_ft;
FT_Face m_face; FT_Face m_face;
@@ -32,7 +34,7 @@ private:
float m_texture_width = 64; float m_texture_width = 64;
float m_texture_height = 64; float m_texture_height = 64;
GLuint m_text_texture; static inline GLuint m_text_texture;
std::unordered_map<char8_t, Character> m_characters; std::unordered_map<char8_t, Character> m_characters;
void load_character(char8_t c); void load_character(char8_t c);

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@@ -0,0 +1,65 @@
#pragma once
#include <Cubed/tools/cubed_assert.hpp>
#include <glm/glm.hpp>
enum class Color {
BLACK,
WHITE,
RED,
GREEN,
BLUE,
YELLOW,
CYAN,
MAGENTA,
GRAY,
ORANGE,
PURPLE,
PINK,
BROWN
};
inline constexpr glm::vec4 color_value(Color color) {
using glm::vec4;
switch (color) {
case Color::BLACK:
return vec4{0.0f, 0.0f, 0.0f, 1.0f};
case Color::WHITE:
return vec4{1.0f, 1.0f, 1.0f, 1.0f};
case Color::RED:
return vec4{1.0f, 0.0f, 0.0f, 1.0f};
case Color::GREEN:
return vec4{0.0f, 1.0f, 0.0f, 1.0f};
case Color::BLUE:
return vec4{0.0f, 0.0f, 1.0f, 1.0f};
case Color::YELLOW:
return vec4{1.0f, 1.0f, 0.0f, 1.0f};
case Color::CYAN:
return vec4{0.0f, 1.0f, 1.0f, 1.0f};
case Color::MAGENTA:
return vec4{1.0f, 0.0f, 1.0f, 1.0f};
case Color::GRAY:
return vec4{0.5f, 0.5f, 0.5f, 1.0f};
case Color::ORANGE:
return vec4{1.0f, 0.647f, 0.0f, 1.0f};
case Color::PURPLE:
return vec4{0.502f, 0.0f, 0.502f, 1.0f};
case Color::PINK:
return vec4{1.0f, 0.753f, 0.769f, 1.0f};
case Color::BROWN:
return vec4{0.647f, 0.165f, 0.165f, 1.0f};
default:
CUBED_ASSERT_MSG(false, "Unknown Color");
return vec4{1.0f, 1.0f, 1.0f, 1.0f};
}
}
inline glm::vec4 rgb255_to_float(int r, int g, int b, int a) {
float nr = static_cast<float>(r) / 255.0f;
float ng = static_cast<float>(g) / 255.0f;
float nb = static_cast<float>(b) / 255.0f;
float na = static_cast<float>(a) / 255.0f;
return glm::vec4{nr, ng, nb, na};
}

46
include/Cubed/ui/text.hpp Normal file
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@@ -0,0 +1,46 @@
#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <string>
#include <vector>
#include <Cubed/config.hpp>
#include <Cubed/ui/color.hpp>
class Shader;
class Text {
public:
Text();
Text(std::string_view str, glm::vec2 pos = glm::vec2{0.0f, 0.0f}, Color color = Color::BLACK);
~Text();
Text& color(Color color);
//Text& color(const glm::vec4& color, int pos);
Text& position(float x, float y);
Text& scale(float s);
static void set_loc(const Shader& shader);
Text& text(std::string_view str);
void render();
private:
float m_scale = 1.0f;
glm::vec2 m_pos{0.0f, 0.0f};
std::string m_name;
std::string m_text;
glm::vec4 m_color{1.0f, 1.0f, 1.0f, 1.0f};
glm::mat4 m_model_matrix;
std::vector<Vertex2D> m_vertices;
GLuint m_vbo = 0;
static inline GLuint m_color_loc = 0;
static inline GLuint m_mv_loc = 0;
void update_vertices();
void upload_to_gpu();
};

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@@ -104,6 +104,8 @@ void Renderer::init() {
glBindBuffer(GL_ARRAY_BUFFER, m_text_vbo); glBindBuffer(GL_ARRAY_BUFFER, m_text_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)* 6 * 4, NULL, GL_DYNAMIC_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(float)* 6 * 4, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
init_text();
} }
const Shader& Renderer::get_shader(const std::string& name) const { const Shader& Renderer::get_shader(const std::string& name) const {
@@ -112,6 +114,23 @@ const Shader& Renderer::get_shader(const std::string& name) const {
return it->second; return it->second;
} }
void Renderer::init_text() {
const auto& shader = get_shader("text");
Text::set_loc(shader);
m_version_text
.position(0.0f, 100.0f)
.scale(0.8f)
.color(Color::WHITE)
.text("Version: v0.0.1-Debug");
m_fps_text
.position(0.0f, 50.0f)
.text("FPS: 0");
m_player_pos_text
.position(0.0f, 150.0f)
.scale(0.8f)
.text("x: 0.00 y: 0.00 z: 0.00");
}
void Renderer::render() { void Renderer::render() {
glClearColor(0.0, 0.0, 0.0, 1.0); glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
@@ -192,15 +211,15 @@ void Renderer::render_text() {
m_proj_loc = shader.loc("projection"); m_proj_loc = shader.loc("projection");
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj)); glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
m_fps_text.text(std::string{"FPS: " + std::to_string(static_cast<int>(App::get_fps()))});
Font::render_text(shader, std::string{"FPS: " + std::to_string(static_cast<int>(App::get_fps()))}, 0.0f, 50.0f, 1.0f, glm::vec3(1.0f, 1.0f, 1.0f));
Font::render_text(shader, "Version: v0.0.1-Debug", 0.0f, 100.0f, 0.8f, glm::vec3(1.0f, 1.0f, 1.0f));
const auto& player = m_world.get_player("TestPlayer"); const auto& player = m_world.get_player("TestPlayer");
const auto& pos = player.get_player_pos(); const auto& pos = player.get_player_pos();
std::string player_pos = std::format("x: {:.2f} y: {:.2f} z: {:.2f}", pos.x, pos.y, pos.z); std::string player_pos = std::format("x: {:.2f} y: {:.2f} z: {:.2f}", pos.x, pos.y, pos.z);
Font::render_text(shader, player_pos, 0.0f, 150.0f, 0.8f, glm::vec3(1.0f, 1.0f, 1.0f)); m_player_pos_text.text(player_pos);
m_fps_text.render();
m_player_pos_text.render();
m_version_text.render();
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
} }

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@@ -7,9 +7,9 @@ layout (location = 2) in float layer;
out vec2 tc; out vec2 tc;
flat out int tex_layer; flat out int tex_layer;
uniform mat4 projection; uniform mat4 projection;
uniform mat4 mv_matrix;
void main(void) { void main(void) {
gl_Position = projection * vec4(pos, 0.0, 1.0); gl_Position = projection * mv_matrix * vec4(pos, 0.0, 1.0);
tc = texCoord; tc = texCoord;
tex_layer = int(layer); tex_layer = int(layer);
} }

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@@ -1,12 +1,10 @@
#include <Cubed/config.hpp>
#include <Cubed/shader.hpp> #include <Cubed/shader.hpp>
#include <Cubed/tools/font.hpp> #include <Cubed/tools/font.hpp>
#include <Cubed/tools/log.hpp> #include <Cubed/tools/log.hpp>
#include <Cubed/tools/shader_tools.hpp> #include <Cubed/tools/shader_tools.hpp>
Font::Font() { Font::Font() {
if (FT_Init_FreeType(&m_ft)) { if (FT_Init_FreeType(&m_ft)) {
@@ -24,9 +22,7 @@ Font::~Font() {
FT_Done_Face(m_face); FT_Done_Face(m_face);
FT_Done_FreeType(m_ft); FT_Done_FreeType(m_ft);
for (const auto& [key, character] : m_characters) {
glDeleteTextures(1, &m_text_texture); glDeleteTextures(1, &m_text_texture);
}
} }
void Font::load_character(char8_t c) { void Font::load_character(char8_t c) {
@@ -36,6 +32,7 @@ void Font::load_character(char8_t c) {
} }
const auto& width = m_face->glyph->bitmap.width; const auto& width = m_face->glyph->bitmap.width;
const auto& height = m_face->glyph->bitmap.rows; const auto& height = m_face->glyph->bitmap.rows;
glBindTexture(GL_TEXTURE_2D_ARRAY, m_text_texture);
glTexSubImage3D( glTexSubImage3D(
GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_ARRAY,
0, 0,
@@ -90,13 +87,9 @@ void Font::setup_font_character() {
glBindTexture(GL_TEXTURE_2D_ARRAY, 0); glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
} }
std::vector<Vertex2D> Font::vertices(const std::string &text, float x, float y, float scale) {
void Font::render_text(const Shader& shader, const std::string& text, float x, float y, float scale, const glm::vec3& color) {
static Font font; static Font font;
glUniform3f(shader.loc("textColor"), color.x, color.y, color.z);
glActiveTexture(GL_TEXTURE0);
std::vector<Vertex2D> vertices; std::vector<Vertex2D> vertices;
for (char8_t c : text) { for (char8_t c : text) {
@@ -122,22 +115,10 @@ void Font::render_text(const Shader& shader, const std::string& text, float x, f
x += (ch.advance >> 6) * scale; x += (ch.advance >> 6) * scale;
} }
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex2D), vertices.data(), GL_STATIC_DRAW);
glBindTexture(GL_TEXTURE_2D_ARRAY, font.m_text_texture);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0); return vertices;
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, s)); }
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, layer));
GLuint Font::text_texture() {
glEnableVertexAttribArray(0); return m_text_texture;
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glDeleteBuffers(1, &vbo);
} }

90
src/ui/text.cpp Normal file
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@@ -0,0 +1,90 @@
#include <Cubed/ui/text.hpp>
#include <Cubed/shader.hpp>
#include <Cubed/tools/font.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
Text::Text() {
}
Text::Text(std::string_view str, glm::vec2 pos, Color color) {
m_text.assign(str);
m_pos = pos;
m_color = color_value(color);
update_vertices();
}
Text::~Text() {
if (m_vbo != 0) {
glDeleteBuffers(1, &m_vbo);
}
}
Text& Text::color(Color color) {
m_color = color_value(color);
return *this;
}
Text& Text::position(float x, float y) {
m_pos = glm::vec2{x, y};
return *this;
}
Text& Text::scale(float s) {
m_scale = s;
return *this;
}
void Text::set_loc(const Shader& shader) {
m_color_loc = shader.loc("textColor");
m_mv_loc = shader.loc("mv_matrix");
}
Text& Text::text(std::string_view str) {
m_text.assign(str);
update_vertices();
return *this;
}
void Text::render() {
CUBED_ASSERT_MSG(!m_vertices.empty(), "Text String Not Set");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, Font::text_texture());
CUBED_ASSERT_MSG(m_color_loc, "m_color_loc is null");
m_model_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(m_pos.x, m_pos.y, 0.0f)) *
glm::scale(glm::mat4(1.0f), glm::vec3(m_scale, m_scale, 1.0f));
glUniform3f(m_color_loc, m_color.x, m_color.y, m_color.z);
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_model_matrix));
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, s));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, layer));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawArrays(GL_TRIANGLES, 0, m_vertices.size());
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
}
void Text::update_vertices() {
m_vertices = Font::vertices(m_text);
upload_to_gpu();
}
void Text::upload_to_gpu() {
if (m_vbo == 0) {
glGenBuffers(1, &m_vbo);
}
CUBED_ASSERT_MSG(m_vbo, "Vbo Is Not Gen");
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex2D), m_vertices.data(), GL_DYNAMIC_DRAW);
}